2 REGISTER_WEAPON(FIREBALL, w_fireball, IT_FUEL, 9, WEP_TYPE_SPLASH, BOT_PICKUP_RATING_MID, "fireball", "fireball", _("Fireball"));
5 .float bot_primary_fireballmooth; // whatever a mooth is
6 .vector fireball_impactvec;
7 .float fireball_primarytime;
9 void W_Fireball_SetAmmoCounter()
11 // set clip_load to the weapon we have switched to, if the gun uses reloading
12 if(!autocvar_g_balance_fireball_reload_ammo)
13 self.clip_load = 0; // also keeps crosshair ammo from displaying
16 self.clip_load = self.fireball_load;
17 self.clip_size = autocvar_g_balance_fireball_reload_ammo; // for the crosshair ammo display
21 void W_Fireball_ReloadedAndReady()
25 // now do the ammo transfer
26 self.clip_load = self.old_clip_load; // restore the ammo counter, in case we still had ammo in the weapon before reloading
27 while(self.clip_load < autocvar_g_balance_fireball_reload_ammo && self.ammo_fuel) // make sure we don't add more ammo than we have
32 // fuel can be a non-whole number, which brakes stuff here when between 0 and 1
33 if(self.ammo_fuel < 1)
36 self.fireball_load = self.clip_load;
38 t = ATTACK_FINISHED(self) - autocvar_g_balance_fireball_reload_time - 1;
39 ATTACK_FINISHED(self) = t;
43 void W_Fireball_Reload()
45 // return if reloading is disabled for this weapon
46 if(!autocvar_g_balance_fireball_reload_ammo)
49 if(!W_ReloadCheck(self.ammo_fuel, min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)))
54 sound (self, CHAN_WEAPON2, "weapons/reload.wav", VOL_BASE, ATTN_NORM);
56 t = max(time, ATTACK_FINISHED(self)) + autocvar_g_balance_fireball_reload_time + 1;
57 ATTACK_FINISHED(self) = t;
59 weapon_thinkf(WFRAME_RELOAD, autocvar_g_balance_fireball_reload_time, W_Fireball_ReloadedAndReady);
61 self.old_clip_load = self.clip_load;
65 void W_Fireball_Explode (void)
73 self.event_damage = SUB_Null;
74 self.takedamage = DAMAGE_NO;
77 d = (self.owner.health + self.owner.armorvalue);
78 RadiusDamage (self, self.realowner, autocvar_g_balance_fireball_primary_damage, autocvar_g_balance_fireball_primary_edgedamage, autocvar_g_balance_fireball_primary_radius, world, autocvar_g_balance_fireball_primary_force, self.projectiledeathtype, other);
79 if(self.realowner.health + self.realowner.armorvalue >= d)
82 modeleffect_spawn("models/sphere/sphere.md3", 0, 0, self.origin, '0 0 0', '0 0 0', '0 0 0', 0, autocvar_g_balance_fireball_primary_bfgradius, 0.2, 0.05, 0.25);
85 // NOTE: this cannot be made warpzone aware by design. So, better intentionally ignore warpzones here.
86 for(e = findradius(self.origin, autocvar_g_balance_fireball_primary_bfgradius); e; e = e.chain)
87 if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
89 // can we see fireball?
90 traceline(e.origin + e.view_ofs, self.origin, MOVE_NORMAL, e);
91 if(/* trace_startsolid || */ trace_fraction != 1) // startsolid should be never happening anyway
93 // can we see player who shot fireball?
94 traceline(e.origin + e.view_ofs, self.realowner.origin + self.realowner.view_ofs, MOVE_NORMAL, e);
95 if(trace_ent != self.realowner)
96 if(/* trace_startsolid || */ trace_fraction != 1)
98 dist = vlen(self.origin - e.origin - e.view_ofs);
99 points = (1 - sqrt(dist / autocvar_g_balance_fireball_primary_bfgradius));
102 dir = normalize(e.origin + e.view_ofs - self.origin);
104 if(accuracy_isgooddamage(self.realowner, e))
105 accuracy_add(self.realowner, WEP_FIREBALL, 0, autocvar_g_balance_fireball_primary_bfgdamage * points);
107 Damage(e, self, self.realowner, autocvar_g_balance_fireball_primary_bfgdamage * points, self.projectiledeathtype | HITTYPE_BOUNCE | HITTYPE_SPLASH, e.origin + e.view_ofs, autocvar_g_balance_fireball_primary_bfgforce * dir);
108 pointparticles(particleeffectnum("fireball_bfgdamage"), e.origin, -1 * dir, 1);
115 void W_Fireball_TouchExplode (void)
118 W_Fireball_Explode ();
121 void W_Fireball_LaserPlay(float dt, float dist, float damage, float edgedamage, float burntime)
130 RandomSelection_Init();
131 for(e = WarpZone_FindRadius(self.origin, dist, TRUE); e; e = e.chain)
132 if(e != self.owner) if(e.takedamage == DAMAGE_AIM) if(e.classname != "player" || !self.owner || IsDifferentTeam(e, self))
135 p_x += e.mins_x + random() * (e.maxs_x - e.mins_x);
136 p_y += e.mins_y + random() * (e.maxs_y - e.mins_y);
137 p_z += e.mins_z + random() * (e.maxs_z - e.mins_z);
138 d = vlen(WarpZone_UnTransformOrigin(e, self.origin) - p);
141 e.fireball_impactvec = p;
142 RandomSelection_Add(e, 0, string_null, 1 / (1 + d), !Fire_IsBurning(e));
145 if(RandomSelection_chosen_ent)
147 d = vlen(WarpZone_UnTransformOrigin(RandomSelection_chosen_ent, self.origin) - RandomSelection_chosen_ent.fireball_impactvec);
148 d = damage + (edgedamage - damage) * (d / dist);
149 Fire_AddDamage(RandomSelection_chosen_ent, self.realowner, d * burntime, burntime, self.projectiledeathtype | HITTYPE_BOUNCE);
150 //trailparticles(self, particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec);
151 pointparticles(particleeffectnum("fireball_laser"), self.origin, RandomSelection_chosen_ent.fireball_impactvec - self.origin, 1);
155 void W_Fireball_Think()
157 if(time > self.pushltime)
160 self.projectiledeathtype |= HITTYPE_SPLASH;
161 W_Fireball_Explode();
165 W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_primary_laserradius, autocvar_g_balance_fireball_primary_laserdamage, autocvar_g_balance_fireball_primary_laseredgedamage, autocvar_g_balance_fireball_primary_laserburntime);
167 self.nextthink = time + 0.1;
170 void W_Fireball_Damage (entity inflictor, entity attacker, float damage, float deathtype, vector hitloc, vector force)
174 self.health = self.health - damage;
175 if (self.health <= 0)
178 W_PrepareExplosionByDamage(attacker, W_Fireball_Explode);
182 void W_Fireball_Attack1()
186 W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 2, "weapons/fireball_fire2.wav", CHAN_WEAPON, autocvar_g_balance_fireball_primary_damage + autocvar_g_balance_fireball_primary_bfgdamage);
188 pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
191 proj.classname = "plasma_prim";
192 proj.owner = proj.realowner = self;
193 proj.bot_dodge = TRUE;
194 proj.bot_dodgerating = autocvar_g_balance_fireball_primary_damage;
195 proj.pushltime = time + autocvar_g_balance_fireball_primary_lifetime;
196 proj.use = W_Fireball_Explode;
197 proj.think = W_Fireball_Think;
198 proj.nextthink = time;
199 proj.health = autocvar_g_balance_fireball_primary_health;
200 proj.team = self.team;
201 proj.event_damage = W_Fireball_Damage;
202 proj.takedamage = DAMAGE_YES;
203 proj.damageforcescale = autocvar_g_balance_fireball_primary_damageforcescale;
204 PROJECTILE_MAKETRIGGER(proj);
205 proj.projectiledeathtype = WEP_FIREBALL;
206 setorigin(proj, w_shotorg);
208 proj.movetype = MOVETYPE_FLY;
209 W_SETUPPROJECTILEVELOCITY(proj, g_balance_fireball_primary);
210 proj.angles = vectoangles(proj.velocity);
211 proj.touch = W_Fireball_TouchExplode;
212 setsize(proj, '-16 -16 -16', '16 16 16');
213 proj.flags = FL_PROJECTILE;
215 CSQCProjectile(proj, TRUE, PROJECTILE_FIREBALL, TRUE);
217 other = proj; MUTATOR_CALLHOOK(EditProjectile);
220 void W_Fireball_AttackEffect(float i, vector f_diff)
222 W_SetupShot_ProjectileSize (self, '-16 -16 -16', '16 16 16', FALSE, 0, "", 0, 0);
223 w_shotorg += f_diff_x * v_up + f_diff_y * v_right;
224 pointparticles(particleeffectnum("fireball_preattack_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
227 void W_Fireball_Attack1_Frame4()
229 W_Fireball_Attack1();
230 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, w_ready);
233 void W_Fireball_Attack1_Frame3()
235 W_Fireball_AttackEffect(0, '+1.25 +3.75 0');
236 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame4);
239 void W_Fireball_Attack1_Frame2()
241 W_Fireball_AttackEffect(0, '-1.25 +3.75 0');
242 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame3);
245 void W_Fireball_Attack1_Frame1()
247 W_Fireball_AttackEffect(1, '+1.25 -3.75 0');
248 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame2);
251 void W_Fireball_Attack1_Frame0()
253 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
254 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
256 if(autocvar_g_balance_fireball_reload_ammo)
258 self.clip_load -= autocvar_g_balance_fireball_primary_ammo;
259 self.fireball_load = self.clip_load;
262 self.ammo_fuel -= autocvar_g_balance_fireball_primary_ammo;
265 W_Fireball_AttackEffect(0, '-1.25 -3.75 0');
266 sound (self, CHAN_WEAPON, "weapons/fireball_prefire2.wav", VOL_BASE, ATTN_NORM);
267 weapon_thinkf(WFRAME_FIRE1, autocvar_g_balance_fireball_primary_animtime, W_Fireball_Attack1_Frame1);
270 void W_Firemine_Think()
272 if(time > self.pushltime)
278 // make it "hot" once it leaves its owner
281 if(vlen(self.origin - self.owner.origin - self.owner.view_ofs) > autocvar_g_balance_fireball_secondary_laserradius)
291 W_Fireball_LaserPlay(0.1, autocvar_g_balance_fireball_secondary_laserradius, autocvar_g_balance_fireball_secondary_laserdamage, autocvar_g_balance_fireball_secondary_laseredgedamage, autocvar_g_balance_fireball_secondary_laserburntime);
293 self.nextthink = time + 0.1;
296 void W_Firemine_Touch (void)
299 if (other.takedamage == DAMAGE_AIM)
300 if(Fire_AddDamage(other, self.realowner, autocvar_g_balance_fireball_secondary_damage, autocvar_g_balance_fireball_secondary_damagetime, self.projectiledeathtype | HITTYPE_HEADSHOT) >= 0)
305 self.projectiledeathtype |= HITTYPE_BOUNCE;
308 void W_Fireball_Attack2()
314 // if this weapon is reloadable, decrease its load. Else decrease the player's ammo
315 if not(self.items & IT_UNLIMITED_WEAPON_AMMO)
317 if(autocvar_g_balance_fireball_reload_ammo)
319 self.clip_load -= autocvar_g_balance_fireball_secondary_ammo;
320 self.fireball_load = self.clip_load;
323 self.ammo_fuel -= autocvar_g_balance_fireball_secondary_ammo;
326 c = mod(self.bulletcounter, 4);
330 f_diff = '-1.25 -3.75 0';
333 f_diff = '+1.25 -3.75 0';
336 f_diff = '-1.25 +3.75 0';
340 f_diff = '+1.25 +3.75 0';
343 W_SetupShot_ProjectileSize(self, '-4 -4 -4', '4 4 4', FALSE, 2, "weapons/fireball_fire.wav", CHAN_WEAPON, autocvar_g_balance_fireball_secondary_damage);
344 traceline(w_shotorg, w_shotorg + f_diff_x * v_up + f_diff_y * v_right, MOVE_NORMAL, self);
345 w_shotorg = trace_endpos;
347 pointparticles(particleeffectnum("fireball_muzzleflash"), w_shotorg, w_shotdir * 1000, 1);
350 proj.owner = proj.realowner = self;
351 proj.classname = "grenade";
352 proj.bot_dodge = TRUE;
353 proj.bot_dodgerating = autocvar_g_balance_fireball_secondary_damage;
354 proj.movetype = MOVETYPE_BOUNCE;
355 proj.projectiledeathtype = WEP_FIREBALL | HITTYPE_SECONDARY;
356 proj.touch = W_Firemine_Touch;
357 PROJECTILE_MAKETRIGGER(proj);
358 setsize(proj, '-4 -4 -4', '4 4 4');
359 setorigin(proj, w_shotorg);
360 proj.think = W_Firemine_Think;
361 proj.nextthink = time;
362 proj.damageforcescale = autocvar_g_balance_fireball_secondary_damageforcescale;
363 proj.pushltime = time + autocvar_g_balance_fireball_secondary_lifetime;
364 W_SETUPPROJECTILEVELOCITY_UP(proj, g_balance_fireball_secondary);
366 proj.angles = vectoangles(proj.velocity);
367 proj.flags = FL_PROJECTILE;
369 CSQCProjectile(proj, TRUE, PROJECTILE_FIREMINE, TRUE);
371 other = proj; MUTATOR_CALLHOOK(EditProjectile);
374 void spawnfunc_weapon_fireball (void)
376 weapon_defaultspawnfunc(WEP_FIREBALL);
379 float w_fireball(float req)
384 self.BUTTON_ATCK = FALSE;
385 self.BUTTON_ATCK2 = FALSE;
386 if (self.bot_primary_fireballmooth == 0)
388 if(bot_aim(autocvar_g_balance_fireball_primary_speed, 0, autocvar_g_balance_fireball_primary_lifetime, FALSE))
390 self.BUTTON_ATCK = TRUE;
391 if(random() < 0.02) self.bot_primary_fireballmooth = 0;
396 if(bot_aim(autocvar_g_balance_fireball_secondary_speed, autocvar_g_balance_fireball_secondary_speed_up, autocvar_g_balance_fireball_secondary_lifetime, TRUE))
398 self.BUTTON_ATCK2 = TRUE;
399 if(random() < 0.01) self.bot_primary_fireballmooth = 1;
403 else if (req == WR_THINK)
405 if(autocvar_g_balance_fireball_reload_ammo && self.clip_load < min(autocvar_g_balance_fireball_primary_ammo, autocvar_g_balance_fireball_secondary_ammo)) // forced reload
407 else if (self.BUTTON_ATCK)
409 if (time >= self.fireball_primarytime)
410 if (weapon_prepareattack(0, autocvar_g_balance_fireball_primary_refire))
412 W_Fireball_Attack1_Frame0();
413 self.fireball_primarytime = time + autocvar_g_balance_fireball_primary_refire2;
416 else if (self.BUTTON_ATCK2)
418 if (weapon_prepareattack(1, autocvar_g_balance_fireball_secondary_refire))
420 W_Fireball_Attack2();
421 weapon_thinkf(WFRAME_FIRE2, autocvar_g_balance_fireball_secondary_animtime, w_ready);
425 else if (req == WR_PRECACHE)
427 precache_model ("models/weapons/g_fireball.md3");
428 precache_model ("models/weapons/v_fireball.md3");
429 precache_model ("models/weapons/h_fireball.iqm");
430 precache_model ("models/sphere/sphere.md3");
431 precache_sound ("weapons/fireball_fire.wav");
432 precache_sound ("weapons/fireball_fire2.wav");
433 precache_sound ("weapons/fireball_prefire2.wav");
434 precache_sound ("weapons/reload.wav");
436 else if (req == WR_SETUP)
438 weapon_setup(WEP_FIREBALL);
439 W_Fireball_SetAmmoCounter();
441 else if (req == WR_CHECKAMMO1)
443 ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_primary_ammo;
444 ammo_amount += (autocvar_g_balance_fireball_reload_ammo && self.fireball_load >= autocvar_g_balance_fireball_primary_ammo);
447 else if (req == WR_CHECKAMMO2)
449 ammo_amount = self.ammo_fuel >= autocvar_g_balance_fireball_secondary_ammo;
450 ammo_amount += (autocvar_g_balance_fireball_reload_ammo && self.fireball_load >= autocvar_g_balance_fireball_secondary_ammo);
453 else if (req == WR_RESETPLAYER)
455 self.fireball_primarytime = time;
457 else if (req == WR_RELOAD)
465 float w_fireball(float req)
467 if(req == WR_IMPACTEFFECT)
470 if(w_deathtype & HITTYPE_SECONDARY)
472 // firemine goes out silently
476 org2 = w_org + w_backoff * 16;
477 pointparticles(particleeffectnum("fireball_explode"), org2, '0 0 0', 1);
479 sound(self, CHAN_PROJECTILE, "weapons/fireball_impact2.wav", VOL_BASE, ATTN_NORM * 0.25); // long range boom
482 else if(req == WR_PRECACHE)
484 precache_sound("weapons/fireball_impact2.wav");
486 else if (req == WR_SUICIDEMESSAGE)
488 if(w_deathtype & HITTYPE_SECONDARY)
489 w_deathtypestring = "%s forgot about some firemine";
491 w_deathtypestring = "%s should have used a smaller gun";
493 else if (req == WR_KILLMESSAGE)
495 if(w_deathtype & HITTYPE_SECONDARY)
497 if(w_deathtype & HITTYPE_HEADSHOT)
498 w_deathtypestring = "%s tried to catch %s's firemine";
500 w_deathtypestring = "%s fatefully ignored %s's firemine";
504 if(w_deathtype & HITTYPE_BOUNCE)
506 if(w_deathtype & HITTYPE_SPLASH) // BFG effect
507 w_deathtypestring = "%s could not hide from %s's fireball";
509 w_deathtypestring = "%s saw the pretty lights of %s's fireball";
511 else if(w_deathtype & HITTYPE_SPLASH)
512 w_deathtypestring = "%s got too close to %s's fireball";
514 w_deathtypestring = "%s tasted %s's fireball";